Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Tsedaka Safer Auto Use 1.4.5A few tweaks on Xetaxheb's plugin and hopefully improved for safer play. And auto target toggle from Stuntofthelitter Sholtar 1.5.5Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabitied, or perhaps because of it, they were a people of great ingenuity and adaptability. The Cataclysm which tore the world apart centuries ago swept nearly all of the Sholtar lands into the murky depths, and all but erased their people from the face of Eyal. While very few survived, those who did fought for survival with all of the wit and grit that was their birthright. An already adaptable people grew to become even more adaptable through neccessity, and it has become their greatest strength. Sholtar are able to learn abilities by carefully studying others, and, regardless of their class, they can always improve by incorporating the talents of others into thier skill set. Frendlier Fire 1.5.5 Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Improved player targetting 1.2.0Player's targetting improvements. |
Campaign | Orcs |
Mode | Nightmare Adventure |
Sex | Female |
Race | Orc |
Class | Sawbutcher |
Level / Exp | 20 / 58% |
Size | medium |
Lifes / Deaths | Killed by Commander Fralor at level 2 on the 11st Retaking 124th year of Ascendancy at 17:24 0 / 6Killed by luminous horror at level 19 on the 1st Revenge 124th year of Ascendancy at 22:25 Killed by saw horror at level 19 on the 2nd Revenge 124th year of Ascendancy at 04:25 Killed by dreaming horror at level 20 on the 2nd Revenge 124th year of Ascendancy at 22:03 Killed by fire drake at level 20 on the 3rd Revenge 124th year of Ascendancy at 00:00 Killed by Ynat's Inner Demon at level 20 on the 3rd Revenge 124th year of Ascendancy at 05:55 |
Primary Stats
Strength | 55 (base 48) |
Dexterity | 15 (base 10) |
Constitution | 23 (base 13) |
Magic | 10 (base 10) |
Willpower | 18 (base 10) |
Cunning | 47 (base 38) |
Resources
Life | -353/617 |
Steam | 94/100 |
Healing Factor | 1.2410362694301 |
Regeneration | 59.582151295338 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +8.8817841970013E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 4 |
Infravision | 6 |
See Stealth | 11 |
See Invisible | 11 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 90 |
Accuracy | 34 |
Crit Chance | 15% |
APR | 19 |
Speed | 1.00 |
Offense: Offhand
Damage | 32 |
Accuracy | 34 |
Crit Chance | 13% |
APR | 0 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Nature | +5% |
Acid | +3% |
Mind | +3% |
All | 0% |
Offense: Damage Penetration
Acid | +17% |
All | +7% |
Defense: Base
Armour (hardiness) | 23.022593642275 (83.098591549296%) |
Defense | 15 |
Ranged Defense | 15 |
Fatigue | 29 |
Physical Save | 25 |
Spell Save | 25 |
Mental Save | 29 |
Defense: Resistances
Acid | + 23%( 70%) |
Cold | + 12%( 70%) |
All | + 6%( 70%) |
Darkness | + 12%( 70%) |
Light | + 12%( 70%) |
Temporal | + 17%( 70%) |
Mind | + 20%( 70%) |
Lightning | + 44%( 70%) |
Fire | + 12%( 70%) |
Nature | + 16%( 70%) |
Defense: Immunities
Silence Resistance | 70% |
Bleed Resistance | 40% |
Confusion Resistance | 75% |
Instadeath Resistance | 100% |
Stun Resistance | 93% |
Poison Resistance | 20% |
Knockback Resistance | 10% |
Inscriptions (5/5)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.3 steam per turn. Can be activated for an instant burst of 36 steam. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 12% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 87% efficiency and cooldown mod of 70%. Its effects scale with your Magic stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.6 steam per turn. Can be activated for an instant burst of 38 steam. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 229 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Steamtech / Sawmaiming | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
talent | Tempest of Metal |
talent | Grinding Shield |
talent | Overheat Saws |
detrimental effect | The target is on fire, taking 102.46 fire damage per turn. Burning |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | A flow of life spins around the target, regenerating 45.76 life per turn. Regeneration |
detrimental effect | The target is losing hope, all damage it does is reduced by 15%. Numbing Darkness |
beneficial effect | Inspired by a recent kill increasing all resistance by 6%. Orcish Triumph |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The target is poisoned, taking 38.52 nature damage per turn. Poison |
detrimental effect | The target has been splashed with acid, reducing armour by 30% (8). Armor Corroded |
detrimental effect | Damage reduced by 23%. To The Arms |
detrimental effect | Huge cut that bleeds, doing 39.66 physical damage per turn. Bleeding |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. | active |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | pair of voratun boots 'Zerochak' (0 def, 5 armour) pair of voratun boots 'Zerochak' (0 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +12% lightning / +11% temporal / +6% acid Changes resistances penetration: +10% acid Changes damage: +3% acid / +3% mind Silence immunity: +70% Confusion immunity: +75% Stun/Freeze immunity: +63% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | bright brass lantern of clarity bright brass lantern of clarityCrafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +6 (+3 eff.) Light radius: +4 See stealth: +6 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | miner's iron helm of dexterity (+3) (0 def, 5 armour) miner's iron helm of dexterity (+3) (0 def, 5 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +3 Dex Infravision radius: +6 Sight radius: +1 See stealth: +5 See invisible: +5 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Talent granted: +1 Sand Shredder Poison immunity: +20% Mindpower: +2 (+1 eff.) These gloves are coated with a thick, green liquid. |
Tool | ash totem of cure ailments [power 2] (10 cooldown) ash totem of cure ailments [power 2] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to remove up to 2 poisons or diseases from a target within range 6 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | gladiator's steel ring of blinding strikes gladiator's steel ring of blinding strikesPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Effects on melee hit: * 13% chance to blind Damage (Melee): 25 light Effects on ranged hit: * 10% chance to blind Damage (Ranged): 24 light Changes stats: +5 Str / +5 Con Rings can have magical properties. |
On fingers | savage's steel ring of misery savage's steel ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 7 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 7 bleed Changes stats: +1 Cun / +2 Con Spell save: +12 (+6 eff.) Hate when firing a critical mind attack: +2.00 Maximum stamina: +16.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
Around neck | steel amulet of healing steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Cut immunity: +40% Healing mod.: +14% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 142 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
In main hand | Silita the stralite steamsaw (138% power, 19 apr) Silita the stralite steamsaw (138% power, 19 apr) Requires: - Strength 35 - Talent Steam Pool Powered by arcane forces Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 4 Power: 138% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +19 Crit. chance: +4.0% Attack speed: 100% Block value: +70 On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance for lightning to arc to a second target * applies a stacking poison dealing 22 damage per turn Damage (Melee): +11 lightning Burst (radius 1) on hit: +11 fire Attacks use: 1.0 Steam When wielded/worn: Armour: +5 Defense: +8 (+6 eff.) Fatigue: +10% Changes resistances: +9% mind / +6% acid Talent granted: +2 Block Reduces incoming crit damage: 5.00% Spell save: +9 (+4 eff.) Stun/Freeze immunity: +10% Knockback immunity: +10% Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Around waist | nightruned rough leather belt of containment nightruned rough leather belt of containment Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -12% Changes resistances: +6% light / +6% darkness Maximum encumbrance: +30 Maximum life: +50.00 Maximum mana: +30.00 Maximum stamina: +26.00 Maximum hate: +11.00 Maximum psi: +21.00 Maximum vim: +20.00 Maximum pos.energy: +21.00 Maximum neg.energy: +22.00 Reduces paradox anomalies(equivalent to willpower): +11 A belt that goes around your waist. |
In off hand | crackling iron steamsaw of projection (100% power, 0 apr) crackling iron steamsaw of projection (100% power, 0 apr) Requires: - Strength 11 - Talent Steam Pool Powered by arcane forces Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Power: 100% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% Block value: +10 On weapon hit: * applies a stacking poison dealing 30 damage per turn * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Attacks use: 1.0 Steam When wielded/worn: Armour: +2 Defense: +2 (+2 eff.) Fatigue: +4% Effects when hit in melee: * 11% chance to daze at end of turn Changes stats: +1 Dex Changes resistances: +10% lightning Talent granted: +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Cloak | Turidir (2 def, 0 armour) Turidir (2 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes stats: +1 Mag / +3 Wil / +3 Cun / +2 Con Changes resistances: +6% acid / +6% fire / +6% cold / +18% lightning Grants telepathy: Humanoid/Orc Stun/Freeze immunity: +20% Maximum life: +39.00 Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | rejuvenating steel mail armour of clarity (2 def, 8 armour) rejuvenating steel mail armour of clarity (2 def, 8 armour) Requires: - Strength 20 - Talent Heavy Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +8 Armour Hardiness: +20% Defense: +2 (+2 eff.) Fatigue: +18% Changes resistances: +6% mind Mental save: +10 (+5 eff.) Life regen: +2.00 Stamina each turn: +0.60 A suit of armour made of mail. |
Inventory
medical injector implant (efficiency 95% / cooldown 82%) medical injector implant (efficiency 95% / cooldown 82%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 95% efficiency and cooldown mod of 82%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the wizard (heal 71) healing infusion of the wizard (heal 71)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 71 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (330% speed; 5 turns) movement infusion of the wizard (330% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 330% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 153 over 5 turns) regeneration infusion of the duelist (heal 153 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 153 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 12%; cure magical) wild infusion of the psychic (resist 12%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 12% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. invisibility rune of the titan (power 12 for 6 turns)invisibility rune of the titan (power 12 for 6 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 12) for 6 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. schematic: Antimagic Shellschematic: Antimagic Shell Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
steel amulet of dexterity (+2) steel amulet of dexterity (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Dex Amulets can have magical properties. |
Cindermaster CindermasterPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+5 eff.) Fatigue: -2% Damage when hit (Melee): 12 fire Changes stats: +2 Str / +5 Dex / +12 Mag / +6 Wil / +6 Cun Changes resistances: +9% fire Changes resistances penetration: +5% fire Spellpower: +14 (+12 eff.) Rings can have magical properties. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 5.11 cold and 5.11 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
psionicist's steel ring of pilfering psionicist's steel ring of pilferingCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +9 Defense: +8 (+6 eff.) Changes stats: +3 Wil Mental save: +6 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 91% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
rogue's copper ring of the mountain (+11%) rogue's copper ring of the mountain (+11%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+5 eff.) Changes stats: +3 Cun Changes resistances: +11% physical Changes damage: +11% physical Rings can have magical properties. |
sneakthief's steel ring of pilfering sneakthief's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +16 (+7 eff.) Armour penetration: +9 Defense: +9 (+7 eff.) Changes stats: +5 Cun / +5 Dex It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 91% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
steel ring of arcana(+0.12/turn) steel ring of arcana(+0.12/turn)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Silence immunity: +20% Mana each turn: +0.12 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. balanced stralite battleaxe of vileness (151% power, 3 apr)balanced stralite battleaxe of vileness (151% power, 3 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 151% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * 10% chance to disease Damage (Melee): +14 blight When wielded/worn: Accuracy: +7 (+3 eff.) Defense: +10 (+7 eff.) Disarm immunity: +45% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. gifted pulsing mindstar of life (108% power, 32 apr, nature damage)gifted pulsing mindstar of life (108% power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 108% Range: 1.1x Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Life regen: +0.50 Maximum life: +20.00 Mindpower: +14 (+7 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
corrosive steel steamsaw of radiance (110% power, 8 apr) corrosive steel steamsaw of radiance (110% power, 8 apr)Requires: - Strength 16 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Power: 110% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Crit. chance: +2.0% Attack speed: 100% Block value: +26 Attacks use: 1.0 Steam When wielded/worn: Armour: +3 Defense: +4 (+4 eff.) Fatigue: +6% Effects when hit in melee: * 13% chance to blind * 12% chance to corrode armour by 30% Changes stats: +6 Con / +2 Mag Changes resistances: +12% acid / +10% light Talent granted: +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
coruscating iron steamsaw of projection (101% power, 0 apr) coruscating iron steamsaw of projection (101% power, 0 apr)Requires: - Strength 11 - Talent Steam Pool Powered by arcane forces Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Power: 101% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% Block value: +12 On weapon hit: * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Attacks use: 1.0 Steam When wielded/worn: Armour: +2 Defense: +2 (+2 eff.) Fatigue: +4% Damage when hit (Melee): 11 fire Changes stats: +2 Str Changes resistances: +11% fire Talent granted: +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level. arcing stralite waraxe of paradox (134% power, 5 apr)arcing stralite waraxe of paradox (134% power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 134% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +9 lightning / +10 temporal When wielded/worn: Damage when hit (Melee): 6 temporal Changes resistances: +9% temporal One-handed war axes. |
Murk's kiss the hardened leather belt Murk's kiss the hardened leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Fatigue: -4% Effects on melee hit: * 30% chance to inflict 15% damage reduction * 20% chance to disease Changes resistances: +7% light / +8% darkness Critical mult.: +10.00% Maximum encumbrance: +20 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. grounding hardened leather belt of transcendencegrounding hardened leather belt of transcendence Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +6% lightning / +8% temporal Physical save: +11 (+6 eff.) Mindpower: +4 (+2 eff.) A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. hardened leather belt of carryinghardened leather belt of carrying Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -6% Maximum encumbrance: +21 A belt that goes around your waist. |
nightruned rough leather belt of transcendence nightruned rough leather belt of transcendencePowered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% light / +6% darkness Physical save: +6 (+3 eff.) Mindpower: +3 (+2 eff.) A belt that goes around your waist. |
Yeti-fur Cloak (9 def, 2 armour) Yeti-fur Cloak (9 def, 2 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +2 Defense: +9 (+7 eff.) Changes resistances: +0% lightning / +15% cold Physical save: +10 (+5 eff.) Stun/Freeze immunity: +0% This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Anti-Gravity Boots (8 def, 8 armour) Anti-Gravity Boots (8 def, 8 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +8 Defense: +8 (+6 eff.) Fatigue: +8% Changes stats: +5 Str / +4 Dex Changes resistances: +10% fire Changes damage: +10% fire Pinning immunity: +50% Steampower: +3 (+1 eff.) These boots have a 9% chance to fail to operate properly (reduced by Cunning). It can be used to jump to a nearby location within range 7, blasting everything within radius 2 (27 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (46 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning), costing 18 power out of 18/18. These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
miner's pair of iron boots of uncanny dodging (2 def, 7 armour) miner's pair of iron boots of uncanny dodging (2 def, 7 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Defense: +2 (+2 eff.) Ranged Defense: +2 (+2 eff.) Fatigue: +2% Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Shadesaw' (0 def, 5 armour) pair of voratun boots 'Shadesaw' (0 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -3% Changes stats: +3 Wil / +3 Mag Changes resistances penetration: +15% darkness Changes damage: +18% nature / +9% darkness Maximum encumbrance: +22 Physical save: +22 (+11 eff.) Spell save: +5 (+2 eff.) Mental save: +14 (+7 eff.) Mana each turn: +0.23 Maximum mana: +60.00 Spell crit. chance: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. stealthy pair of hardened leather boots of tirelessness (0 def, 3 armour)stealthy pair of hardened leather boots of tirelessness (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +7 Lck / +5 Dex Stealth bonus: +7 Stamina each turn: +0.50 Maximum stamina: +16.00 A pair of boots made of leather. |
traveler's pair of rough leather boots (0 def, 1 armour) traveler's pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Maximum encumbrance: +21 Physical save: +5 (+3 eff.) A pair of boots made of leather. |
undeterred pair of iron boots of evasion (11 def, 3 armour) undeterred pair of iron boots of evasion (11 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +11 (+8 eff.) Fatigue: +2% Silence immunity: +21% Confusion immunity: +21% Stun/Freeze immunity: +20% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 18% chance to evade melee and ranged attacks and 7 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. blighted hardened leather gloves of magic (+2) (0 def, 2 armour)blighted hardened leather gloves of magic (+2) (0 def, 2 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 7 blight Changes stats: +2 Mag Changes resistances: +7% blight Changes damage: +5% arcane / +5% blight Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. Eye of the Forest (8 def, 0 armour)Eye of the Forest (8 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+6 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+6 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
insulating rough leather hat (0 def, 1 armour) insulating rough leather hat (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% cold / +5% fire A hat made of leather. Very stylish. |
This item will automatically be transmogrified when you leave the level. prismatic dwarven-steel helm of dexterity (+5) (0 def, 4 armour)prismatic dwarven-steel helm of dexterity (+5) (0 def, 4 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +5 Dex Changes resistances: +10% light / +12% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 aquamarine 4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Yeti's Muscle Tissue (Behemoth) Yeti's Muscle Tissue (Behemoth)Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Yeti's Muscle Tissue (Patriarch) Yeti's Muscle Tissue (Patriarch)Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
simple frost salve [power 11] simple frost salve [power 11]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 141] simple healing salve [power 141]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. It can be used to heal 141, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
iron razor edge iron razor edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item of type 'weapon' When attach to an other item: Armour Penetration: +4 Crit. chance: +4.0% Tinkers can be attached to normal items to improve them with steam power! |
iron razor edge iron razor edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item of type 'weapon' When attach to an other item: Armour Penetration: +4 Crit. chance: +4.0% Tinkers can be attached to normal items to improve them with steam power! |
This item will automatically be transmogrified when you leave the level. hateful dwarven-steel torque of mindblast [power 189] (6 cooldown)hateful dwarven-steel torque of mindblast [power 189] (6 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to fire a blast of psionic energies in a range 6 beam dealing 50.94 to 101.87 mind damage, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 5 hate. Torques are made by powerful psionics to store psionic powers. |
iron torque of kinetic psionic shield [power 23] (20 cooldown) iron torque of kinetic psionic shield [power 23] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 23 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
5 amethyst 5 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Ynat the Orc Sawbutcher level 13
37th Retaking 124th year of Ascendancy at 00:11 see stats
By Ynat the Orc Sawbutcher level 10
25th Retaking 124th year of Ascendancy at 14:29 see stats
By Ynat the Orc Sawbutcher level 20
2nd Revenge 124th year of Ascendancy at 21:39 see stats
By Ynat the Orc Sawbutcher level 19
1st Revenge 124th year of Ascendancy at 22:18 see stats
By Ynat the Orc Sawbutcher level 19
2nd Revenge 124th year of Ascendancy at 12:50 see stats
Log
Ynat roars triumphantly.
Ynat's Inner Demon shrugs off the effect 'Armor Corroded'!
Ynat's Inner Demon moves reluctantly!
Ynat's tinker attains critical power!
Ynat's Inner Demon shrugs off the effect 'Poison'!
Tempest of Metal performs a melee critical strike against Ynat's Inner Demon!
Ynat's Inner Demon shrugs off the effect 'Poison'!
Ynat's Inner Demon starts to bleed.
Ynat's Inner Demon is on fire!
Ynat's Inner Demon shrugs off the effect 'Poison'!
Ynat's Inner Demon resists the blinding light!
Ynat's tinker attains critical power!
Ynat's Inner Demon is poisoned!
Ynat's Inner Demon is poisoned!
Ynat's Inner Demon's armor corrodes!
Ynat's Inner Demon hits Ynat for 4 fire, 4 fire (8 total damage).
Ynat's Inner Demon hits Ynat for 4 fire, 4 fire (8 total damage).
Ynat's Inner Demon hits Ynat for 4 fire, 4 fire, 4 fire, 4 fire (16 total damage).
Tempest of Metal hits Ynat's Inner Demon for 4 fire, 12 physical, 3 lightning, 9 light, 0 physical, 14 fire, 4 fire, 0 nature, 3 physical, 9 light, 0 physical, 14 fire, 2 nature (75 total damage).
Tempest of Metal hits Ynat's Inner Demon for 4 fire, (17 blocked), 0 physical, (6 blocked), 0 lightning, 9 light, (1 blocked), 0 physical, 14 fire, 4 fire, 2 nature, (6 blocked), 0 physical, 0 light, (1 blocked), 0 physical, 14 fire, 2 nature, 4 fire (51 total damage).
Tempest of Metal hits Ynat's Inner Demon for 11 physical, 0 lightning, 9 light, 0 physical, 0 fire, 4 fire, 2 nature, 3 physical, 0 light, 0 physical, 0 fire, 2 nature, 4 fire (35 total damage).
Ynat hits Large white snake for 30 mind, 6 lightning, 13 light (49 total damage).
Ynat hits Ynat's Inner Demon for 4 fire, 5 lightning (9 total damage).
Ynat hits Ynat's Inner Demon for (47 blocked), 0 physical, (6 blocked), 0 lightning, 9 light, (1 blocked), 0 physical, 14 fire, 4 fire, 2 nature, (15 blocked), 0 physical, 9 light, (1 blocked), 0 physical, 14 fire, 2 nature (53 total damage).
Ynat hits Ynat's Inner Demon for 4 fire damage.
Ynat killed Large white snake!
Ynat is freed from the demons.
Ynat's Inner Demon uses To The Arms.
Ynat's Inner Demon roars triumphantly.
Saving game...